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May 27th, 2002, 07:20 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Babylon 5 Mod
Just thought I'd make the 800th post to help the Bab 5 Mod project hold off the Cantina a little while longer.
[ May 27, 2002, 06:21: Message edited by: Captain Kwok ]
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May 27th, 2002, 07:38 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
Good plan.
Ok, that's enough of this. Let's at least post about the B5 Mod.
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May 27th, 2002, 02:53 PM
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Corporal
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Join Date: May 2002
Location: Norway
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Re: Babylon 5 Mod
Nice
So it is possible to mod it to do area of effect damage?
is there anywhere I could download this, or just see what modifications are needed to components.txt to make this happen?
--
AeoN2
--
Shaw's Principle:
Build a system that even a fool can use, and only a fool
will want to use it.
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May 27th, 2002, 03:12 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
AeoN2: 1: Beats me, me not into the "how to", me strictly a tester
2: http://galileo.spaceports.com/~b5mod/
Have fun
[ May 27, 2002, 14:13: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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May 27th, 2002, 05:26 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Babylon 5 Mod
*Gulp* 90 ship Minbari fleet just jumped into the border system we been fighting over for 100 turns or so...
Update: Wheee....Minbari stew they all ded ..hehe. Proves the value of the Shadow fighter weapons. Most of the Minbari ships were scouts or escorts except for the lone heavy cruiser...
[ May 27, 2002, 17:15: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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May 27th, 2002, 07:52 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
No, you cannot mod a weapon that damages multiple ships at once. Area affect weapons are not possible.
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May 28th, 2002, 01:50 AM
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Corporal
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Join Date: May 2002
Location: Norway
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Re: Babylon 5 Mod
Ok, now I'm going to do something I hate when other people do, I'm going to post something semi-useful without checking if anyone mentioned it in this tread before...
I would have checked but this thread is freaking 54 pages long!
The thing I really have always wanted in both Master of Orion 2 and SE4 that really was the coolest space combat effect in the B5 series was the Narn "Energy Mines" that they used in the first encounter with the Shadow vessels.
I just loved the area of effect attack from a distance, hitting several ships.
In Master of Orion there was the Pulsar which damaged all ships around which I thought was really cool, but to have an attack like that from a distance would really rock.
If anyone knows a way to implement it in SE4 I would love to hear.
For stats I guess it would have a fire rate of 30 (once per combat), and not do too much damage, but spread it over several ships.
Any thoughts?
--
AeoN2
--
Finagle's Third Law:
In any collection of data, the figure most obviously
correct, beyond all need of checking, is the mistake.
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May 28th, 2002, 01:51 AM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Oy.....after getting past a couple of design minister RCE's, the Shadows are holding off the Minbari invasion fleets with planet-side light fighters. 10 light fighters with fighter Versions of the molecular slicers (polar-something or others ) have held off up to 20 escotrs/heavy cruisers/escort carriers with fighters (with advanced general tech weapons)..only lost one relatively new planet ...
Shadows will be bad mofo's IMHO, when the AI is fully developed and the RCE's go away...
AeoN2: Those mines are part of the Narn tech tree (IIRC) but no component pic...yet. All the AI_research.txt files are not fully developed along race-specifics (yet). One of the best features of the MOD are the race-unique tech trees
of course I haven't seen the Vorlon tech tree yet
[ May 27, 2002, 14:17: Message edited by: pathfinder ]
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L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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May 28th, 2002, 02:45 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Nice to see some activity while I've been away
On to the Q&A - hope I cover them all!
Pathfinder:
As Phoenix-D said, it's more to limit a human player than AI, and it is more a limit of overall 'thrust' rather than actual engine components. Though I did encounter a few AI errors early on before I set limits, so it has some effect somewhere ?!? Glad you're enjoying the Shadows, my ultimate goal is to include 6 ancient races so people could play an ancient campaign if they wanted - or just mix the ancients with the younger races for a challenge.
Lighthorse:
yeah, I still have to make that pic, actually I still need to make about a dozen pics for various things. I will sit down one night and actually concentrate on the component pics rather than the text!
IF:
I'm going to post the new infantry/troop stuff all together with everything else, though the troops could still use some individualized weapons.
Krsqk:
As I think IF or Pathfinder already said, the mod is still in Beta 1.49 and has been converted to an 'Alpha' Gold by PDF as well. AI is close to done for the generic races, then it is on to the racial specific AIs, which at first will be just replacing the generic weapons with the racial specific ones, then each race will be tweaked to act as they should in the show.
AeoN2:
I wish there were area of effect weapons, but as of yet that isn't an option. The Narn Energy Mines are in the game and are one of the best ballistic/torp weapons. I gave it a better fire rate than I originally had to make up for the lack of area of effect.
Everyone:
Ok, I have added new racial traits (and adjusted all the general racial AI files to work with it) for B5 Standard Race and B5 Nomadic Race. Also adjusted the VehicleSize file and component files so nomads/raiders no longer have colony ships. Also added a special technomage ship for the start of the technomage "wanderer" race. I'll also include some of the new Vree ships I've started to put together.
The unfortunate side effect of this latest update is that it will invalidate all existing empires (this is why I try not to mess with the racial traits often) and of course any saved games (ships will look funny do to the shift in components).
I'm also looking for a volunteer (or volunteers) to come up with racial stats for 2000/3000/5000 point games for each of the races - you could use the empire creator in the game to make sure the points balance, then use Geo's wonderful GenAiFileCreator program to make the General Race_Ai file for each level. These will be used as the foundation for the racial AIs. We have someone who has been sending in some great descriptions/history for the general files (Simon), and I'm not sure if he is interested in this as well, but I would like to see who is
Vorlon (and all ElectroMag) Weapons are almost done - they've been a bit buggy in my tests. Gravitic weapons (mostly Brakiri) are also close to done.
Hope y'all had a great holiday!!!!!
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May 28th, 2002, 02:49 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Almost forgot, can someone find me a good picture of Mr. Morden? (The shadow agent that lured in Londo)
I am working on a few more events and thought if any character deserved an event
Looking for suggestion on more events, and also feedback on those who have tested the game on the currently existing events.
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